[PvE] [Ele] Staff Attunement Issues
It’s a core problem with the skill design of elementalists. Instead of getting 4 full weapon sets, the elementalist has access to 20 “half-skills” (either being half as effective or having double cooldown compared to similar skills of other classes).
If every attunement bar was “self-contained” the 12s attunement cooldown (or even the old 15s cooldown) would be justified. Engineers have also niche weapon bars (Med Kit, Elixir Gun), but can switch on a 1s gcd.
Until that, I’ll play GW2.
a little bit of a dream sheet of mine for staff skills:
staff earth skills:
1: make this piercing so it can hit multiple targets, also add 1 stack vulnerability 4s
2: reduce the time between the cast and the blast finisher, or add a channel that when complete, buffs the bleed by another few stacks and/or increase the initial blast damage by 2x
3: add retaliation for 5s
4: add poison field for 3s
5: enable piercing to allow for multiple targets. “shockwave.” sounds like it should be AoE
staff air skills:
1: add 4s vulnerability, and add swiftness (4s) to allies it touches
2: blast finisher 20% chance (or more)
3: projectile finisher
4: add quickness (3s) to allies
staff water:
2: blast finisher 20% chance (or more)
staff fire:
1: blast finisher 20% chance
i can’t really offer any suggestions to D /D or S /C as my ele only uses staff (RP reasons)
as for cantrips, since they have the longest cooldowns of similiar skills among all the classes:
armour of earth: grant nearby allies stability and protection
arcane shield: change to function like guardian shield 5 skill. allowing the elementalist to detonate the shield early for damage on command via skill press.
mist form: increase duration to 5 seconds, allow the elementalist to cancel early and gain retaliation (or regeneration) for 5 seconds